Author Topic: Problem with baking normals  (Read 848 times)

Hey, first time with Substance Painter and once of first attempts of baking maps. Meshes done in Maya. Has anyone got any idea what to change/where to look to fix this problem? Part of the bell was baked nicely, although most of it wasn't. I have match by name enabled, tried different distance settings, but it doesnt appear to help.


Can you provide your high and low models.
I teach people how to use Substance Painter. :)

I guess they would be pretty crappy, but any help would be appreciated (just starting in 3D ;D)

https://drive.google.com/open?id=1PYw2xaeMne774DnmQh0-xiY2zbXaOVbG

I guess they would be pretty crappy, but any help would be appreciated (just starting in 3D ;D)

https://drive.google.com/open?id=1PYw2xaeMne774DnmQh0-xiY2zbXaOVbG

Those files only have the bell. I don't see any other parts.
I teach people how to use Substance Painter. :)

Oh sorry, just added full model. It's in the same link!

The problem isn't your baking, it's because you have the same material id for different things so UVs are getting over lapped.



The material 'GOLD' is attached to these:

table



bell top



bell



--

So when you're in Painter all of these UVs are getting merged into the same texture set, and their UVs overlap. Either place them in the same UV 0-1 space, or name the material ids Gold1, Gold2, ect... if you want different sets.

That being said, your bell needs more geometry for the low poly as you're going to get bad edges in your bake. I looked at the high and low and they're not matching up. You'll have to work on that.

I fixed your material ids and rebaked to show you what I mean:

Last Edit: February 02, 2019, 12:58:30 am
I teach people how to use Substance Painter. :)

Thank you very much, I'll look into this, thanks for tips!

Edit: Yep, everything works perfect now.
Last Edit: February 02, 2019, 02:22:01 pm